I wonder if anyone ever tried to make an entire floor for AC by using a mapmodel. Wouldn't be hard to do so; just make in Sauerbraten a template,save it as .obj-file and import it ad mapmodel. You could even add multiple textures if you would import it in something like MisfitModel3D, assign groups to certain geometry and export it as .md3-file. You still have to configure it right in AC but that's not that hard if you know how.

P.S.
It probably would end up with certain lighting problems as the floor can't be enlighted separately (Cube Engine 1 and 2 still don't give a shit about that, not even the groups. Maybe eihrul could change that?). However, you can assign different brightness and ambient to groups so a certain fake lighting could be added...

You can add up to 32 different textures to one certain mesh. You still need also 32 different groups (which is the limit of an md3-file)...

P.S.
I'm not 100% sure, but it seems like you don't actually need any other program as Sauerbraten. You can assign the texture to the slot which Sauerbraten assigned it to before exporting it as a model (obviously, this can be checked afterwards within Sauerbraten also). This is a quite harsh method as there are a lot of groups if you are unlucky.

Content
The packaging is excellent, nothing to say about that. The screenshot could contain more than just 1 room viewed in a high fov. It's not displaying the map's overall very well. Some more information could have been given perhaps also but that's not the biggest deal.

Theme
It's nothing else as other AC maps. You won't see any space or gothic theme out there, but a different theme wouldn't be that bad (like an office or a shopping mall or even a warehouse?).

Texturing
The texturing is pretty good. There are certain spots which could use another texture like certain ceilings but in overall, ok.

Geometry
Can't say much about this as the geometry-system works way different as Cube Engine 2 and is actually designed not to handle complicated geometry.

Lighting
Same story here, can't say much about it.

Detailing
There are plenty enough various mapmodels around.
There is some glitchy shadow just above the sewer pipe which is in the same room as the bridge. It looks kind of odd and changes when you walk away from it.

Clipping/Noclipping
The clipping contains certain mistakes. Like for example the fence in the room which the bridge is crossing; you can still get on top of the fence but just not being able to jump over it. This kind of kills realism.
Another example is in a room with a pile of boxes. The top-face of the highest positioned box is clipped for no reason apparently. Players often enjoy a map the most when they are able to move freely (as in making their own plan for where to navigate), yet getting guided just enough so they won't get lost or stuck.

Flow
The layout isn't that great to me. There actually aren't a lot of rooms at all (and those which exist are relatively small), more like narrow halls which make twists. This really limits players to actually have any plan of how to beat the opponent (as there only options are forward and backward). So be sure to add some rooms instead of lots of halls.

Gameplay
I can't say much about the gameplay. The pickup placement seems to be fine.

Overall
For an AC map, it's not as bad as I thought. There are still certain things (like the layout and theme) which turn it down for me. I'll rate 6/10 for now.